Chapter 13. Rendering Skeletal Animation
IN THIS CHAPTER
You don't see modern games render a bunch of static items; instead you see rich environments that are fluid. Characters are fully animated, with much of the animation coming from a motion capture studio. Models are designed with “bones” that can be positioned and animated to simulate motion. Aside from these complex animations, there are also other simple animation types, dealing mainly with scaling, rotation, and translation. This chapter will cover rendering meshes with animation data, including
Loading frame hierarchy
Generating any skeletal information
Rendering each frame
Advancing the animation ...
Get Managed DirectX® 9 Kick Start: Graphics and Game Programming now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.